Steamworks Documentation
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Matchmaking based on skill

This is common for multiplayer games where the game session has a strict start and end, like an RTS, without users being able to join a game in progress. This is because the number of users searching at the same second in time can be fairly small. Steam solves this by making each search be very quick, typically takes a few hundred milliseconds to return. …

Game Soundtracks on Steam

[section]Best Practices[/section] [h4]Depots[/h4] We recommend creating a second depot and storing high-quality/lossless files (for example, FLAC or WAV files) in this depot. Customers can choose whether they want to download the lossless files in addition to the base MP3 files. …

When it completes, depots for your soundtrack will build automatically. This may take a few seconds. [*]Once the depot is built, click the new button on that page to [b]Commit[/b] the new depot contents. [*]Under the [b]SteamPipe[/b] tab, click [b]Builds[/b]. [*]Under the [b]Set build live on branch[/b] heading, select [b]default[/b] and click [b]Preview Change[/b]. [*]From the preview page, you can set the new depot content you just uploaded to be live for all customers. …

Creating and using InstallScripts

[h4]Example[/h4] A basic one will look like this: [code]"InstallScript" { "Registry" { "HKEY_LOCAL_MACHINE\\SOFTWARE\\Foo\\Bar" { "string" { "Install_Path" "%INSTALLDIR%" "Exe_Path" "%INSTALLDIR%\\foobar.exe" } "dword" { "PatchVersion" "12" } } } "Run Process" { "DirectX" { "HasRunKey" "HKEY_LOCAL_MACHINE\\Software\\Valve\\Steam\\Apps\\480" "Process 1" "%INSTALLDIR%\\DirectX\\DXSETUP.exe" "Command 1" "/silent" "NoCleanUp" "1" } } } [/code] The second keyname after the root describes what kind of action will take place. [b]Note:[/b] All keynames and values can use escape sequences, so if you use a [code-inline]\[/code-inline], make it a [code-inline]\\[/code-inline]. …

Ensure that the file resides within the defined ContentRoot of the App or Depot. Second, mark an install script using the [code-inline]InstallScript[/code-inline] directive in a depot build script. You can see an example on the [doclink=sdk/uploading#5]Uploading to Steam - Advanced Build Scripts[/doclink] page. …

Frequently Asked Questions

The white list can be setup in two ways, the first is the preferred method, by [url=https://partner.steamgames.com/doc/marketing/event_tools]creating a broadcast event[/url] and adding the streaming accounts via the event's 'broadcasting' tab. The second method is via the Steamworks partner site, by adding the Streaming account to the game's white list. Click "Edit Store Page " on the app landing page, and add broadcaster(s) into the whitelist in the "Steam Broadcast (Beta) " section on "Special Settings" tab. …

Steam Next Fest

[b] Q: What is a microtrailer and how is it created?[/b] A: Microtrailers are 6-second looping videos that summarize a game's trailer for use in quick-view locations throughout the Steam Store, as in the various category hubs, special sale pages, and on the homepage during seasonal sales events. Steam generates a game's micro trailer based on the first video visible in its Store Page. It does this by taking six 1-second clips from various points in the video and stitching them together. It is not possible to customize microtrailers. [section=contact]Have More Questions?…

ISteamUserStats Interface

If the return value is true, but the unlock time is zero, that means it was unlocked before Steam began tracking achievement unlock times (December 2009). The time is provided in Unix epoch format, seconds since January 1, 1970 UTC. The equivalent function for other users is [api]ISteamUserStats::GetUserAchievementAndUnlockTime[/api]. …

If the return value is true, but the unlock time is zero, that means it was unlocked before Steam began tracking achievement unlock times (December 2009). The time is provided in Unix epoch format, seconds since January 1, 1970 UTC. The equivalent function for the local user is [api]ISteamUserStats::GetAchievementAndUnlockTime[/api]. …

Steam Overlay

. [*] [api]ISteamUtils::IsOverlayEnabled[/api] Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to start & hook the game process, so this function will initially return false while the overlay is loading. [/list] [section=callbacks]Communication from the overlay to your game[/section] The following signals (callbacks) are sent from Steam to your game, based on user action in the overlay: [list] [*] [apitype]ISteamFriends::GameOverlayActivated_t[/apitype] Posted when game overlay activates or deactivates. …

ISteamGameServerStats Interface

This call can be rate limited. Call frequency should be on the order of minutes, rather than seconds. You should only be calling this during major state changes such as the end of a round, the map changing, or the user leaving a server. …

[/td][/tr] [tr][td][b]dSessionLength[/b][/td][td]double[/td][td]The amount of time in seconds since the last call to this function.[/td][/tr] [/table] Updates an AVGRATE stat with new values for the specified user. You must have called [api]ISteamGameServerStats::RequestUserStats[/api] and it needs to return successfully via its callback prior to calling this! …

Steam Leaderboards

. [*]Display Type - Determines the types of data to be displayed with the leaderboard. Select from Numeric, Seconds or Milliseconds. [*]Writes - If this is set to Trusted, the leaderboard scores cannot be set by clients, and can only be set by via SetLeaderboardScore WebAPI. …

Developer/Publisher Homepage Tools Update

[/olist] [docimg=Homepage_Valve_Lists2.png]Homepage_Valve_Lists2.png[/docimg] [section]Previewing a new homepage[/section] While using the editing tools, you can click 'live preview' in the upper-right corner of the editor to get a second window that shows your work in progress within the context of your homepage header. This should give you a pretty realistic representation of what your homepage will look like. …

Content Survey

If you already have ratings issued for your game directly by official rating board authorities, you may enter those under your game's Ratings section. [subsection]2) Mature Content[/subsection] The second part of the survey requires disclosure of any mature content that players may encounter. The information provided here will determine how your game appears relative to each customer's preferences. …

ISteamHTTP Interface

[/td][/tr] [tr][td][b]unTimeoutSeconds[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The length of the timeout period in seconds.[/td][/tr] [/table] Set the timeout in seconds for the HTTP request. The default timeout is 60 seconds if you don't call this. This can get bumped everytime we get more data. Use [api]ISteamHTTP::SetHTTPRequestAbsoluteTimeoutMS[/api] if you need a strict maximum timeout. …

ISteamVideo Interface

If it is not, [code-inline]pnBufferSize[/code-inline] will be set to the size required. In that case, make a second call with the correct buffer size. [b]NOTE:[/b] The data returned in a successful call to GetOPFStringForApp() can only be retrieved once. …

ISteamEconomy Interface

[/td][/tr] [tr][td][b]partya[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of first user in the trade[/td][/tr] [tr][td][b]partyb[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of second user in the trade[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients!…

IPublishedFileService Interface

[/td][/tr] [tr][td][b]include_recent_votes_only[/b][/td][td]bool[/td][td]✔[/td][td]If query_type is k_PublishedFileQueryType_RankedByTrend, then limit result set just to items that have votes within the day range given[/td][/tr] [tr][td][b]cache_max_age_seconds[/b][/td][td]uint32[/td][td][/td][td]Allow stale data to be returned for the specified number of seconds.[/td][/tr] [tr][td][b]language[/b][/td][td]int32[/td][td][/td][td]Language to search in and also what gets returned. …

Step by Step: Leaderboards

. [*] [b]Display Type[/b] - Determines the types of data to be displayed with the leaderboard. Select from Numeric, Seconds or Milliseconds. [*] [b]Writes[/b] - If this is set to Trusted, the leaderboard scores cannot be set by clients, and can only be set by via SetLeaderboardScore WebAPI. …

ISteamNetworkingSockets Interface

Accepting the connection will transition it either into the connected state, or the finding route state, depending on the connection type. You should take action within a second or two, because accepting the connection is what actually sends the reply notifying the client that they are connected. If you delay taking action, from the client's perspective it is the same as the network being unresponsive, and the client may timeout the connection attempt. In other words, the client cannot distinguish between a delay caused by network problems and a delay caused by the application. This means that if your application goes for more than a few seconds without processing callbacks (for example, while loading a map), then there is a chance that a client may attempt to connect in that interval and fail due to timeout. …

ISteamUser Interface

This should be called once per frame, and at worst no more than four times a second to keep the microphone input delay as low as possible. Calling this any less may result in gaps in the returned stream. It is recommended that you pass in an 8 kilobytes or larger destination buffer for compressed audio. …

There can only be one [apitype]ISteamUser::EncryptedAppTicketResponse_t[/apitype] pending, and this call is subject to a 60 second rate limit. After receiving the response you should call [api]ISteamUser::GetEncryptedAppTicket[/api] to get the ticket data, and then you need to send it to a secure server to be decrypted with the [api]SteamEncryptedAppTicket[/api] functions. …

ISteamMatchmaking Interface

[/td][/tr] [tr][td][b]rTime32LastPlayedOnServer[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]This should be the current time in Unix epoch format (seconds since Jan 1st, 1970).[/td][/tr] [/table] Adds the game server to the local favorites list or updates the time played of the server if it already exists in the list. …

Depending on the users connection to the Steam back-end, this call can take from 300ms to 5 seconds to complete, and has a timeout of 20 seconds. [b]NOTE:[/b] To filter the results you MUST call the [code-inline]AddRequestLobbyList*[/code-inline] functions before calling this. …

ISteamController Interface (Deprecated)

[/td][/tr] [tr][td][b]usDurationMicroSec[/b][/td][td]unsigned short[/td][td]Duration of the pulse, in microseconds (1/1,000,000th of a second)[/td][/tr] [/table] Triggers a (low-level) haptic pulse on supported controllers. [b]Notes:[/b] Currently only the VSC supports haptic pulses. …

The typical max value of an unsigned short is 65535, which means the longest haptic pulse you can trigger with this method has a duration of 0.065535 seconds (ie, less than 1/10th of a second). This function should be thought of as a low-level primitive meant to be repeatedly used in higher-level user functions to generate more sophisticated behavior. …

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